Hey thank you!Hi Tuwnew,
Will there be difficulty modes in final version?
I think this one does not include other than normal?
Was hoping for Hard .
On the other side.
Gameplay wise it's looking good and intresting.
I'll give full feedback once you finissh it but im very intrested.
Hope to play the full product!
Mavcik
dont allow him to do edits he needs respectfully tweaks and edits on his brain he has no idea what he is talking aboutIt would be nice if you played it entirely before making your own edits!
I have absoluty made no update lolI think it's time for a replay.
Sorry for the late response.Edited: Forgot about the Catapults... I am stupid so Point 3 is a moot Point xD.
My bad! Archers and crossbowmen are also intresting duo and I'm not sure if 2 are required too?
OKay!
I'll start randomly with Towards Fenris (i thought i did the previous one but I didn't so I'll get back to it later
1. Start with all allied buildings and units shown. They are your allies, and impending doom is better visible when you were able to see all those units and buildings and suddenly they are attacked EVERYWHERE.
It gives me the Cenarius Attack vibes from RoC and I think it will also help player prepare for attacks better.
Just for vision sake and also for story continueity. This will make that player won't go wrong way randomly losing a lot of time by getting lost XD #ME...
And it will reduce the time the player makes to actually start the big mission Part.
2. remove Crypt fiends from Cult of the Dammed army. There is already enough diversity in that army. You can add some stronger skellies as archers but I think it's smart to leave crypt Fiends only for Nerubian Army.
It also can give player diversity in chosing army for each base. You can even add small side-quest that will give some knowlegde to player about each army so they know what to expect and prepare. But thats just side idea.
3. destroying 4-5 Big Bases without Any Siege damage in team... is not easy task. Not sure If thats best idea?
I'm stll halfway throught he mission So I'll add some stuff after but this is so far.
4. Just for gameplay perspective. Maybe separate units from Arcane Sanctum into 2 buildings. For example Tower of Magic and Sanctum, Or sanctum and House of Healing or something similar. And Put Wizards/mages into one and Priest/Chaplains into other.
Having 4 units with 2 upgrades each AND Magic Sentry there too... Just makes UI in that building feel Clunky and overly crowded.
So if you have option to add another building or even upgradeable Sentry Tower Into Wizard Tower. I think that would provide more clarity to the system.
Maybe consider Giving Upgrade for Footmen to change them into Defenders? For example stating that it will increase cost and food but provide them with bigger bonus.
Same reason. Footmen and Defender feels... too similar. I think one should be upgradeable into the other would make it much better for unit count too.
IE similar like Troll Head-hunters and Bersekrs in Orc Faction. They are upgradedable and I think thats the best way to go with it.
These are my ideas so far.
Besides that Love Big Macro missions so I want to spend some time with them all.
This is just gameplay perspective. As I prefer to have entire story played through so I'm skipping Cinematics for now.
After you shared so much information, may I ask you about the next version release ETA/date? You made us hungry with those pictures, new models, etc.Sorry for the late response.
Well, I personally like having choice between classic Footman or Bowman and an improved version, Defender and Crossbowman, that's why I keep it this way.
1. I might change that, yep!
2. I did it already on the incoming version! I will try to improve Undead Techtrees on the long run.
3. Catapults are well hidden aha
4. It's an issue, you shouldn't have Priest available at this chapter.
Thanks for the review!
Played the first two maps. Although I had my own gripes especially with the terrain, it was a fair and decent experience. Hope the development to this campaign continues though. This has insane potential.
You mean, new version of the campaign? :Onew public upload
Yes, but don't expect too much ^^You mean, new version of the campaign? :O
Even fixed Chapter 7? :OYes, but don't expect too much ^^
Still working on it!Even fixed Chapter 7? :O
I've looked into the thread where you published the problem. You guys are awesome! I hope it's going to be solved soon. @Macielos - one of the TVG: Exodus devs - had a problem with one of their map - lagging as hell, or even crashed - the guy solved it somehow - alone, or had help, don't know - maybe ask for help there. Good luck, and keep it up guys!Still working on it!
Yeah, I fixed several non-trivial bugs in Exodus, but I have no idea if they're anyhow related to what's happening here. What I recall is that crash in chapter 07 happened pretty late in the game, just about time I destroyed the closest Scourge base. What I can advise is:I've looked into the thread where you published the problem. You guys are awesome! I hope it's going to be solved soon. @Macielos - one of the TVG: Exodus devs - had a problem with one of their map - lagging as hell, or even crashed - the guy solved it somehow - alone, or had help, don't know - maybe ask for help there. Good luck, and keep it up guys!
Thank you for your reply! Can you tell me more about this "some configuration of corpses lying"? I must say Animate Dead is quite the spell for Undead.Yeah, I fixed several non-trivial bugs in Exodus, but I have no idea if they're anyhow related to what's happening here. What I recall is that crash in chapter 07 happened pretty late in the game, just about time I destroyed the closest Scourge base. What I can advise is:
- Play the map
- Make saves very often
- When you encounter a crash, start from the last save, enable iseedeadpeople, set speed to minimal and observe movements of other players, particularly AI armies leaving bases and heroes using their abilities - from my experience, these two are the most frequent reasons of crashes on pre-reforged.
An example of crash from Exodus chapter 6 I tracked down using method above - enemy hero had an ultimate to summon Revenant of Death and this Revenant had an Animate Dead ability - in some configuration of corpses lying on the battlefield raising them caused a crash.
Honestly I don't know exactly when it happened. I just tracked this down to one moment when the player clashed with an AI army with a hero, the hero summoned a Revenant, this Revenant cast Animate Dead with lots of corpses lying around and usually (but not always) it caused a crash. I suppose one of the units being raised had a bug with its model, texture, animation or something. Maybe applying this red filter on some particular asset caused the crash. Or maybe this was happened due to the caster being a summoned unit. But still, it never happened to normal units and heroes with this ability and it never happened in any other map than this one. I just removed the ability and replaced it with another.Thank you for your reply! Can you tell me more about this "some configuration of corpses lying"? I must say Animate Dead is quite the spell for Undead.
What did you do to fix that issue?
Thanks for your insights. I actually have an AI without gold miners, will definitely check that.Honestly I don't know exactly when it happened. I just tracked this down to one moment when the player clashed with an AI army with a hero, the hero summoned a Revenant, this Revenant cast Animate Dead with lots of corpses lying around and usually (but not always) it caused a crash. I suppose one of the units being raised had a bug with its model, texture, animation or something. Maybe applying this red filter on some particular asset caused the crash. Or maybe this was happened due to the caster being a summoned unit. But still, it never happened to normal units and heroes with this ability and it never happened in any other map than this one. I just removed the ability and replaced it with another.
In another map a massive lag was caused by the AI base without a goldmine. The AI had no gold miners, there were other AIs like that in this and other maps, but for some reason only this one was lagging and once I finally figured out the cause of the lag, I simply added a goldmine there and it stopped.
Well, this game is just full of stuff that "usually" works, but sometimes you run into an edge case nobody's ever predicted.
It make sense to be honest XD. And yet keal and his people ditch the alliance (For justified reason) to outland and we got wow boogaloo."They joined the Alliance under Kael'Thas Sunstrider and to honor the ancient alliance treaty between humans and elves."
Don't take this the wrong way, but lore-wise the above statement would sound hollow especially after the High Elves blamed the Alliance for "failures," left the Alliance, and did not help the humans from the Scourge onslaught.
The Blood Elves would have joined for several reasons:
1.) They realized the importance of having human allies, due to the latter's race's helping hands over the centuries since both the Highborne and the Early Humans met.
2.) Kael'thas and his brethren would try and atone for the sins of the father, the late Anasterian.
3.) Both they and the human forces share a common nemesis in which destroyed three kingdoms including Dalaran.
4.) They owe the humans so much for their help and sacrifice, of which never was repaid.
On the other hand, the humans in their outrage would consider labeling the Blood Elves if not Quel'dorei in general as traitors for a number of reasons, some in which Garithos would support:
1.) The elves have always scorned humanity and even the half-elves for their human blood.
2.) The elves used the Alliance as a scapegoat for Quel'Thalas' burning.
3.) The elves trampled on the blood of the many hundreds of Turalyon's troops who died defending Quel'Thalas from the Horde.
4.) The elves left the Alliance.
5.) The elves did scarcely anything to help against the undead.
6.) The elves were powerful yet unreliable for allies due to their reclusive nature.
There are parties who are (more) willing to forgive others or saw those who had to abide to their supreme overlords, and there are those who like Garithos chose to risk what could potentially have been a steadfast Alliance.It make sense to be honest XD. And yet keal and his people ditch the alliance (For justified reason) to outland and we got wow boogaloo.
Hmmm true and for the last part. The latter is ironic so why not. Although I like it called "Alliance Remnants"There are parties who are (more) willing to forgive others or saw those who had to abide to their supreme overlords, and there are those who like Garithos chose to risk what could potentially have been a steadfast Alliance.
Kael'thas was better off being a Horde racial leader of the Blood Elves than being Queen Azshara's spinoff, like the Sunwell and KJ were spinoffs of the Well of Eternity and Sargeras, respectively.
To digress, which name would you prefer for Garithos' Alliance army? "Alliance resistance" or "New Alliance?" I like the latter more because of the irony it conveys even though it's from a non-canon source.
I could correct you on some points."They joined the Alliance under Kael'Thas Sunstrider and to honor the ancient alliance treaty between humans and elves."
Don't take this the wrong way, but lore-wise the above statement would sound hollow especially after the High Elves blamed the Alliance for "failures," left the Alliance, and did not help the humans from the Scourge onslaught.
The Blood Elves would have joined for several reasons:
1.) They realized the importance of having human allies, due to the latter's race's helping hands over the centuries since both the Highborne and the Early Humans met.
2.) Kael'thas and his brethren would try and atone for the sins of the father, the late Anasterian.
3.) Both they and the human forces share a common nemesis in which destroyed three kingdoms including Dalaran.
4.) They owe the humans so much for their help and sacrifice, of which never was repaid.
On the other hand, the humans in their outrage would consider labeling the Blood Elves if not Quel'dorei in general as traitors for a number of reasons, some in which Garithos would support:
1.) The elves have always scorned humanity and even the half-elves for their human blood.
2.) The elves used the Alliance as a scapegoat for Quel'Thalas' burning.
3.) The elves trampled on the blood of the many hundreds of Turalyon's troops who died defending Quel'Thalas from the Horde.
4.) The elves left the Alliance.
5.) The elves did scarcely anything to help against the undead.
6.) The elves were powerful yet unreliable for allies due to their reclusive nature.
Well only one person is handling everything. So Tuwnew is likely discouraged by the work he has to put in all by himself.Another year has passed, and it feels like the battle map will take another 3 years to complete. Calculate based on the speed of one chapter per year.
Actually, the League came after the Third War. It was founded to fend off the Forsaken.1) Actually, the Elves needed allies since they underestimated the Amani Tribe that fought to protect their ancestral lands where the Elves decided to build their city right on top of the Amani's most sacred grounds. They allied with the Humans (the League of Arathor) and used the versatile soldiers on the frontlines. In exchange for their aid, the Elves taught magic to Humans.
The High Elves who refused to be renamed the Blood Elves were subsequently exiled from Quel'Thalas, which means either living in isolation or owning up their mistakes to their old allies, the Alliance, with the Night Elves being their biggest critics.They had no choice and nowhere to go after Quel'thalas fell. Lore-wise, after the fall of their capital and the slaughter of most of their population, they didn't have the manpower to retake their home, so they joined the remnants of Lordaeron's armies in the fight against the Undead. Later on, it was the Forsaken who did most of the heavy lifting in retaking Quel'thalas; after that, in order to repay their debt to Sylvanas, the Elves joined the Horde.
Perhaps, but on a moral stance they should have helped. Again, Anasterian and the others had the chance to assist the Lordaeronian citizens but ultimately proved arrogant and careless and therefore refused. After Turalyon's forces lost faces they knew so Quel'Thalas would not fall, don't you think that the elves should have helped the humans by sending troops and magi to stem the Scourge threat?Quel'thalas was under no obligation to fix Lordaeron's problems, but voluteers that were willing to help out were free to do as they pleased; but the main interest would still be in securing/safeguarding Quel'thalas over their neighbours despite their status of their relationship.
The Arathi Highlands were back then the first Human Kingdom (founded by King Thoradin, and sometimes reffered to as the Arathorian Empire) and were the first allies of the Elves of Quel'thalas. After the fall of Arathor, the League is what remains of the once-proud first human bastion.Actually, the League came after the Third War. It was founded to fend off the Forsaken.
This is generally seen as a lore mistake depending on what version you choose to believe.Perhaps, but on a moral stance they should have helped. Again, Anasterian and the others had the chance to assist the Lordaeronian citizens but ultimately proved arrogant and careless and therefore refused. After Turalyon's forces lost faces they knew so Quel'Thalas would not fall, don't you think that the elves should have helped the humans by sending troops and magi to stem the Scourge threat?
Have you written in the Request Forum Section? If not, try to write a request for a terrainer, someone sure gonna notice it. Alliance Ashes is a very good campaign, and I very liked it - thank you very much for the experience - hope we can see something new about it in the close future. Good Luck, and have a good time making itCool discussion!
@StonemaulMidget
My map description is not really good nor interesting. If I do a release, I will totally change that.
However, I see your point and my question is: have you played it? I think Blood and High Elves were correctly treated in my maps but you might want to point something.
Anyway, @The_Messenger is right as my motivation is quite variable. It takes time, because sadly, Warcraft 3 is not my only game! I have plenty ideas, but I am still looking for someone to assist in terraining!
Well, in an in-game political standpoint, it is something to think about especially how relations between the two races went down the toilet.Cool discussion!
@StonemaulMidget
My map description is not really good nor interesting. If I do a release, I will totally change that.
However, I see your point and my question is: have you played it? I think Blood and High Elves were correctly treated in my maps but you might want to point something.
Anyway, @The_Messenger is right as my motivation is quite variable. It takes time, because sadly, Warcraft 3 is not my only game! I have plenty ideas, but I am still looking for someone to assist in terraining!
finally a reason to replay your campaign once moreAlright, I promised it a few months ago and after 2 years and a half: new release! (first page)
Sadly, no new chapter this time as I worked on several maps at the same time. I am targeting Mapporino 2024 for this release
Feel free to give reviews and all!
Maybe one dayWish the peasant doesn't require food cap but instead gold or lumber XD
But your army update still remain the same or just slightly increase of 150
Alright, I promised it a few months ago and after 2 years and a half: new release! (first page)
Sadly, no new chapter this time as I worked on several maps at the same time. I am targeting Mapporino 2024 for this release
Feel free to give reviews and all!
Overall:
Dalar Dawnweaver:
Priest should no longer be trainable during early chapters.
- Air Elemental instead of Water Elemental
- Distribution now costs 300 mana instead of 400, but only restore 100 mana instead of 175
- New Model (credits to Jiok)
Fanatism (for Paladin):
Sir Gregory Edmunson:
- New visual
- Stackable with Inner Fire
- Proper description
- Now has Holy Strike instead of Protection Aura.
Conjuror:
- Cripple replaced by Slow Nova.
Chaplain:
- Lightning Shield has a new icon and new effect.
Kristoff:
- Fixed Holy Lightning tooltips.
Sergeant Revamp:
New icon for Flint.
- Barracks can now be upgraded to Officers' Quarters.
- You can train several special unique units (Sergeant Flint, Sergeant Adams, Sergeant Prior...) with their own abilities.
- The Sergeant are now "revivable". They will have a more significant part in the story (not now yet).
- Every controlled faction is able to get at least one special unit per map.
New unit: Follower, replaces Pit Fiend for Cult of the Damned and Scholomance.
Magic Spire => Arcane Spire.
Fixed an issue with Divine Balance spell.
Chapter One:
Small fix in Sorcerer's League base to prevent blocking building path.
Fixed quests' name.
Creeps are now neutral to Undead.
Flint now appears in the final cutscene.
Improved AI: Gray attacks less heavily. Green is a bit more strong.
Chapter Two:
Small fix on final cutscene. Player's units should no longer interfere.
Gilneas Sergeant should now have a proper shield.
Pyrewood Village reterrained.
Pyrewood has a small different tech tree (Gilnean Buildings and Javelineer instead of Bowman).
Enemy heroes should no longer be leveling up too much.
Fixed quests' name.
Reterrained a bit to allow Worgens to attack player without going through Undead base.
New model for Blood Elves Sorceress.
Chapter Three:
Fixed some heroes levels and skills.
Fixed ending cutscene overlapping twice.
Fixed Wretched units spawn.
Dalvengyr replaced by a new character.
Cutscenes slightly edited.
Improved terrain in the north part.
Chapter Five:
New Special Unit: Sir Villiers.
New model for "Scarlet" Crossbowman.
Fixed peasants color.
Fixed unpaused units during cutscenes.
Fixed a minor dialogue overlap.
Fixed a bug where Harthal would not attack.
Harthal appears now in red instead of blue in the final cutscene.
Improved AI.
Fixed quest still saying "Scarlet Crusade" instead of "Eastweald Alliance".
Edited Cult of the Damned and Plague Overseer techtrees. They are no longer the same.
Chapter Six:
Replaced a few Peasants by Miners.
Fixed Garithos trying to leave when he is defeated.
Added a few new enemy units around the map.
Fixed quest log.
Corrupted Forces will now turn Green when hostile toward Alliance.
Added a few item drops.
Added a dialogue if the alarm is sounded.
Added a new gate before Garithos.
Edited Garithos's Guards using new models.
Chapter Seven:
Fixed an issue preventing Legion's Agents from researching upgrades.
Dwarven Resistance now has Miner instead of Peasant.
Added a Warning for the unknown crash happening.
Added a new unit for Sorcerer's League: Guardian.
Draenn now has an unique item for this chapter aswell.
Added more items. They are not kept throughout the rest of the maps though.
Chapter Eight:
High Cultist's Forces renamed to Butcher's Experiments. It now uses the same techtree as in the previous Chapter.
Added reinforcements in Draenn's base.
Chapter Nine:
Edited Vrekan's forces techtree.
New unit for Sorcerer's League: Watcher.
Secret Chapter:
Edited a few units.
OK, I've added several new icons. Thanks for the sugggestions!Things that I definetly noticed, but I'm not gonna categorize them, so here is:
- You are using the ressurrection ability icon 3-6x times, for other abilities like healing wave example, and
this is very noticeable especially when Kristof Advisor is under player control on Chapter 6.
(2 abilites is the same)
- Holy Strike (Hitting one or multiple enemies with Light Magic) has the same icon as Holy Light (single unit healing ability)
My (not made by me) icon suggestions for the mentioned abilites above:
I guess it's because Brill's Guards are set to Neutral and not as Ally. Otherwise, there were too many "Your ally is under attack".Prologue map: Emmerlan's aura on level 1 is giving zero benefits to others ( devotion aura)
It's wanted, regular Human don't have mana.Bowman and Crossbowman flaming arrow's ability uses no mana (probably ok, just mentioning it)
Sure! Have you a link?Arcanist has the same icon as the Spell Breaker, can I make something for it? When you like it, you use it, when you don't like it, you don't use it - just a suggestion -.
It says Bowman. Crossbowman are not affected. As for Ranger... Well, I am more hesitant since I don't want to "spoil" that you will control Ranger unit at some point. So I don't know!Black Smith Long Bow upgrade (which increase the range of arhcery units in Alliance Tech tree like: Bowman, Crossbowman, Ranger) does not mention the units, that gonna effect if it's researched.
Weird. What's your Game Version?- I can't proceed to the next map, or exiting the game properly if I play any chapter of this campaign, because the
game either needs a very long time to exit, or simply takes too much time to do this simple thing, that I need to
force close it by Task Manager.
Fixed about some backpacks missing. About carrying items... It's more complicated now.- I miss the Sergeants ability to carry & use items. Even after the backpack update was researched, some of them
are not capable of carry any items.
I will try to make icons for them later!I also miss that, some of the Sergeants has no unique icons. This suprised me sometimes during battles.
Fixed. It might be a bit broken for all of them to not cost food though.
- Some Sergeants costs food(Like Mack, Welford), and some not (like Flint, Adams, Prior)
Noted.During the campaign, there are cages that are destroyable, and they have nothing in it (unit or item). It's sad to
see, that this type of oppurtunities are not rewarding the player. (Even on chapter 8 Krasnikov's base)
Noted.First objective loophole: if the player does not destroy EVERYTHING in the mentioned light green enemy base, and
leaving only a farm or other building, the player is not going to be targeted by enemy AI as normally would,
but instead the enemy AI harasses the player's base very little: this is a very good circumstance to build up the base,
research upgrades, etc. for a decent level, before battling the heavily entrenched enemies of the map.
Noted.Holy Knight Order is fully cleaned out, but quest is not completed
Noted.Hinterland Coalition troops does not move, attack, or do anything when they spawn. They just stay where they spawned,
and thats it. There was a few waves of them attacked me, my allies got too, but after Andorhal was conquered back: they stand where they spawned.
Added.
Yes! Since the unit is permanent, it's costly. You can overlap limit, but it will take you a lot of time to reach 200 Food lol.Also the Butcher ability on Krasnikov not also costs 250 mana from Krasnikov when used, but the Butcher uses 4 food if the ability
is used/ if it spwaned. The Ability can be used, even after the Food limit was reached.
Added.- Dr Krasnikov has the same icon as a normal Acolyte. My suggestions to replace that:
Fixed (I forgot, but I disable it when testing Chapter Seven crashes...)Plaguebringer unit Soulbringer Ability is not even researcheable, not active, but the unit has mana.
I don't really think they match. They might be good for Warlock (Wretched mage) though.My suggestions:
- Necrolyte (Wretched, or Blood Elvenish/High Elvenish Undead spellcaster) has the same icon as Arthas.
BTNWretchedMage (By @Sin'dorei300)
BTNWretchedMale (By @Mouseketeer)
Noted.- Sacrificial Pit still cannot convert Acolytes to Shades, because Acolytes going to be converted to Human Militia,
10 gold cost and 1 food cost (in reality it costs 10 gold, but no additional food usage, same with Militia on
Alliance Black Smith)
Noted. Rewards are really well structured throughout the campaign lol.- The Messenger (hope you don't mind it ) is a very challenging enemy hero to deal with, and the loot after his defeat
was very little, especially if we compare it with losses, and during the time reaching it the Undead can F you up
pretty badly, because the Convoy Guards (made from Elfs from Quel'Danil) are not very endurable against the Undead
ambushes.
Fixed.Abjurist Aruna has very identical icon, as the Mage, and her "Frost Armor" ability is sadly not autocastable (toggleable),
like in the Lich Hero, and she has only 200 mana, which I think is low, but yeah.
Reduced.Corporal Welford's United ability (Spirit Link renamed TradeMarked) costs a bit too much I think.
Fixed.Finnal's Breath of Ice ability has the same French description and in the hero upgrade selection too.
They won'tDon't know if I don't kill the Gnolls in chapter 5 ( after I destroy the 3 base in the village/city), that means the gnolls are not gonna attack me? Or it's just as it is? Their Anger was hit me in a very bad time!
Noted. But remember you have a new hero to equipSome of the loot in this map are just too low level and low value, but thank you very much, I have some loot to sell.
I can't really fix that :cHuntress portrait model is creepy as hell.
I don't understand. She stays at her Hamlet? That's fine.Jalinde does not go back to it's base, after the Undead Savages base was totally destroyed.
Well, it doesn't match more to me.Finnal's Icon is not entirely matching. Yes, her icon is unique and quality, but I think the following icon is more matching for her: BTNHolyMage
It's weird I know...Crashed a few times, after crashes it was went very well, I'm amazed!
Yes. I tried to expand it a bit already.Vandermar is a place, where is not a lot of room to manouver when you get inside.
AI bugs out if they have too much to walk to reach the enemy. I have no idea of to prevent that.In the last part (breaking inside Vandermar): AI players did nothing, I needed to do the Stalingrad type of
Close Quarters fighting house after House, street after street. Glad the Undead does not possessed Pavlov's house here!
Especially the last part - Legion Agent's Base - was a very good challenge! (The map overall:Not too hard,
but hard enough to be enjoyable)
Yes, you choose the wizard styleWhen choosing Sorcerer's League in the beginning of the map, player don't get access the Guardian unit, so Defender
is the only heavy melee unit that can be trained by player.
Added a new icon.Advisor Kristoff uses the same icon as the Chaplain.
It opens one of Garithos gate. How did you opened it without it?I was not able to find a special door, which fits the special key that I've found near the gate, near where the three gold
mines loacted.
Noted.- Optional quest can be failed, even when the player complete it: when the door to Garithos quarters open - the quest ends here.
Normally that's the case, but: If like 60-65 enemy units was killed, and the confortation with Garithos is not
smooth, the player can fail the optional quest, even if the player completed it before: since the optional quest still counts
the kills of the player, after the quest was completed. Failed Successfully?
Noted.-The keys that the possessed heroes has to open the door to Garithos Quarters: does not disappear from the inventories
of the heroes by the way
I want to change the model. If you have any ideas.Cathedral Building still has no working animation.
Actually, you can almost win! Destroying every base triggers the final assault Glad you like this chapter!The map was made so smooth, that I almost forgot, the player planned to loose the map.
-The Demonic Replacement of certain things is nice. Noice.
- I write down again, I was very much hoped to be on the winning side. Gladly, it didn't happened. Sadly, the enemies after they
captured the locations, they fortified it. Some of the locations are mission impossible to conquer it, because of the terrain.
I don't get it. Can you explain it more?I'm suprised, when I was in Pyrewood village. Previously was heavily occupied by the local forces, but now, after the Undead
besiegers was defeated, the village got it's military personnel and buildings vanished. Glad that I cleaned out previously the
map from the Undead.
No changes were made!- The Worgens are feels like they weaker than before. It feels, I don't have any evidence for this. They are annoying enemies for sure.
Oopsie. Fixed.Reaching Ambermill was not a smooth ride, but when I reached: where is the chaplains?! Where are they?!
I only have an icon for WindsonThanks for your reviews. Here my comments. I've uploaded a quick hotfix.
Overall:
New icons for:
- Light's Will (Spell)
- Healing Wave (Holy) (Spell)
- Holy Lightning (Spell)
- Holy Strike (Spell)
- Divine Blast (Spell)
- Butcher (unit)
- Theolen Krastinov (unit)
- Advisor Kristoff (unit)
Fixed backpack and food cost for all Officers.
Abjurist Aruna is now affected by Mage upgrades. Frost Armor is now auto-cast.
Corporal Welford spell "United" mana cost reduced from 100 to 85.
Fixed Finnall's Breath of Frost tooltips.
Plaguebringers can now properly cast Soulbringer.
Chapter One:
Fixed Chaplain's disappereance from this chapter.